akkartik
an hour ago
Still one of the most satisfying debug UIs I ever came up with.
an hour ago
Still one of the most satisfying debug UIs I ever came up with.
3 hours ago
Folks may find https://observablehq.com/@fil/poisson-distribution-generator... useful
3 hours ago
3 hours ago
Possibly interesting post from Casey Muratori, regarding random placement of grass in games: https://caseymuratori.com/blog_0013, using blue noise.
an hour ago
Also Casey, but his much cooler/deterministic solution to grass placement, to avoid lines
15 minutes ago
Oh, that’s rather a different sort of disk sampling than I imagined.
2 hours ago
I see the generated points often form lines which would cause aliasing in computer graphics, why not use low discrepancy sequences instead?
3 hours ago
I love these kinds of problems, because they try to produce what humans perceive as random instead of something truly random. Another great example of this is blue noise
3 hours ago
I'm wondering if it can be used as a low-discrepancy sequence
8 minutes ago
For a low-discrepancy sequence you are usually trying to generate one point at a time, up to some arbitrary number. Here the goal is to generate (roughly) a specific number of points that fill a whole region.
So you probably could figure out a way to use this method to make a low-discrepancy sequence but it's probably not going to be particularly suitable compared to alternatives.